• Suggestions for the Game! (Open Discussion) (Items, mobs, etc.)
    8 replies, posted
[I]What would you like to see in Rust? [/I] I personally have many ideas for the game which I'm sure many of which, will probably be implemented later in the game. But more importantly I want to hear what others want to see in the game? Would you like to see more items to craft or maybe even different resources to craft with. Share your ideas. I have a few that I'd like to share some of which many would like and seem as though they should be in the game. [B]Backpack[/B]- First of all is the backpack, this item would be crafted with cloth, and perhaps even one stash or something like that. I can see the item expanding the player inventory not by a large amount but even if it was another row or perhaps 2. I could see more than 1 type of backpack being made, with perhaps even some defensive capability but obviously a minimum amount. [B]Compass[/B]- This item would allow the player to better navigate themselves around the map, I've heard many discussions where navigational devices apparently 'ruin' the game in someways. I honestly don't see how a navigational item would ruin the experience of the game itself. In fact I think it would be a rather fun, tactical and almost necessary feature for the game and goes very well with my next idea. It should be craftable but maybe with metal fragments and an interesting new resource which comes rairly from boulder/rock nodes called '[B]Magnetite[/B]" [B]Map[/B]- This item does sound like a bit of a no brainer in a game where exploration is not only unique and full of tension but for its somewhat beautiful post apocalyptic expansive areas. With its clear counterpart the compass a player in a somewhat mid-late game level should be able to quickly navigate the area. The ability to easily navigate is controversial and personally I don't need it, but it would be a wonderful touch to the game. I have many more ideas and would love to share them with you all, but first I want to hear what you want in the game. Thanks for reading and please post feedback or even some ideas of your own. Many of my other ideas involve them mineral magnetite which I discussed earlier. -Luca :zoid:
I like your idea's Luca, but think the game lacking navigational tools actually adds to the fun. In fact, after playing some hours, the map almost feels small. You should get a sense of direction fast. Thins which I think would improve the game: [B]Ability to 'sign' a weapon[/B] For instance, if you craft a shotgun and you like it, you will be able to spend some time crafting a your name or something similar on the side. Does not have to be complicated. The only intend is to make it more gratifying if you loot your stuff back. [B]Mining![/B] Yes, it might be a lot of work, but the stashes of rocks around the map aren't very realistic. Giving players the ability to terraform will allow for infinitely more complex bases and more realistic resource gathering. I'm not saying it should be like minecraft or any of the other games, but allowing players to cooperate in a complex mining scheme might fill the void between cooperation and being hostile; if you are hated on a server you'll have to mine on your own. [B]Better balanced base attack/defence[/B] Indestructible ceilings, the foundations with pillars everywhere, C4 being both very expensive and the most airdropped item; it's all a bit random. Not sure how, but this really needs to be developed further.
Thanks for the response, to be honest I stated that the navigational devices weren't necessarily for myself but I think it only feels natural to have some way of learning locations names and for new players to perhaps learn a little bit more. -Luca :zoid:
A pointer in the direction where you last died might be enough.
[QUOTE=diep-vriezer;43821482] [B]Mining![/B] Yes, it might be a lot of work, but the stashes of rocks around the map aren't very realistic. Giving players the ability to terraform will allow for infinitely more complex bases and more realistic resource gathering. I'm not saying it should be like minecraft or any of the other games, but allowing players to cooperate in a complex mining scheme might fill the void between cooperation and being hostile; if you are hated on a server you'll have to mine on your own. [/QUOTE] I think that what we have now is kinda unique. All the big sandboxes (wurm, minecraft, terraria) offer mining and terraforming, but Rust with it's stockpiles is great because players don't spend all time in their safe and comfortable mines under their homes, but have to actually go out there and hunt, which, providing some more animals and players, becomes dangerous and forces you to asses what you should and shouldn't spend resources on.
I tough a compass was a must for this game but now since I found out rustmap.net, I believe it is possible to learn this map like a map of cod and than you don't get lost.
Some player development apart from the items would be nice. I really like some of the basic features as they stand. The building of a house is both fun and feel rewarding and the weapons, combat and movement have a nice feel. Not having read any plans I do hope some type of skill system will be implemented making it possible to specialize in certain area's.
A compass is not a bad idea .. when the game has developed a bit more .. like in .. bigger map or extended map areas ... I don't want to see an ingame map .. but rather a offline map .. and the compass to be crafted ( still make it a bit hard/expensive to make ) Make use of the coastline/water! Make docks and piers .. and be able to build from this ( Floating bases ) With this, you need to make a way to secure the base, yet still possible? to raid if the raiders are clever and resourceful enough. More wildlife. Introduce Sheeps and goats! You will get Wool and Milk! Wool will be needed to make thread, to build your backpack ( If backpacks is to be introduced, the newspawn inventory have to be nerfed alot ). Milk will take care of thirst, together with water from rivers. Saltwater can be gathered, and cooked out to get the salt! The salt will be used on the meat from animals, where the food/health/strength/Healing will be buffed. Resources. Introduce different resources: Cyprium .. Used to Make cooking pots, and light/candle holders. Magnesium: Can not be found nativevly, but rather extracted from Saltwater by dry cooking the water, and extract. Magnesium is used to make powerful medicine against the poisoned hits from the mutants found only in Radtowns. These mutants are stronger, hits harder, and can poison you. BUT they drop better loot! Magnesium can also be used to make lightsticks to lure animals into traps! Animal fat combined with magnesium can be used as a light resource in lamps. Fishing Rod: Can give a fresh spawn a better chance of getting food if all resources are gone, and hunting animals can be hard at first.... Animal meat is better to use, than a single fish .. Now the fishing rod is actually only a starter item, as you will drop it when you can make your bow and arrow to hunt animals fro better food! Traps. Traps will exist in three different ways! Small traps for smaller animals like Dears, Wolfs and boars! Large traps for bears and such ( when added more wildlife ). Defensive traps: used within the boundaries of your base. Can be disarmed if you are careful and clever! Not easy too see/find. Horses or other rideable animal. As there is no gas, or pumps to get oil, we don't have cars. Horses can be tamed/found on different area of new mapland. They are scared of the heavy radiation on rustisland. .. so we can not in there. This will prevent/secure newbies to get hunted down from a horseback .. and yet force all new and veterans to have to run in the same area! Weapons: Swords, Spears, slingshots and crossbows can be made available later on. Only one ranged and one held in hand weapon can be brought with you. No military guns can not be made. They are to complex to make, but can be found and used! Want to introduce farming possibilities later on? Now magnesium mixed with animal droppings can be used as fertilizer..... Getting complicated? No add the fear of other people that can hunt you down, and take all the resources and even take over your base!!! Time to be more careful .. and safe things a bit more! when people get more fearful for the surroundings, the adrenaline is pumping faster, making the "I need get that thing over there .. is there a threat nearby?" feeling so much more! Now I have lots of other ideas into the game ( hell I have a whole game written in my head, just can't code it lol ) But that was just a start!
Those are some great suggestions man, I don't know about fishing rods as a starter item but the rest sounded really cool. I still think fishing rods should be implemented but just not as a starter item. In some ways I don't like the starter items that we have, tbh it should just be a rock. The torch is... okay but if they want it to be a complete fresh spawn just a rock would be a sweet challenge. -Luca :zoid: [editline]8th February 2014[/editline] [QUOTE=yogi92;43821560]I think that what we have now is kinda unique. All the big sandboxes (wurm, minecraft, terraria) offer mining and terraforming, but Rust with it's stockpiles is great because players don't spend all time in their safe and comfortable mines under their homes, but have to actually go out there and hunt, which, providing some more animals and players, becomes dangerous and forces you to asses what you should and shouldn't spend resources on.[/QUOTE] I don't think Rust wants to be like those big sandboxes. I can understand perhaps mines in the map where nodes occasionally spawn, but mining itself would be annoying and just a pain for devs to add. By mining I refer to terraforming. -Luca :zoid:
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